2022 Animation Reel
Moments from personal animations made in 2022, including parts from a few of the animations below. 
2021 Animation Reel
Moments from personal animations made in 2021, including parts from a few of the animations below. 
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My pink man character becomes 3D. 
I adapted the pink man into a 3D character using ZBrush, textured him in Substance Painter, rigged and animated in Maya, and rendered in Unreal Engine. 
Part 2 of the pink man's 3D journey. 
More Maya animation practice with the pink man rig, with some 4th-wall breaking. 
A little nerdy penguin gets revenge on his bullies. 
This is a short story built around a buff-legged-penguin asset, originally made to use as an example for my class about creating playable characters for Unreal Engine. 
A roommate-esque relationship between a trouble-making houseplant and a short-tempered Roomba.
This was 4-week project for school, where students were challenged to animate a plant to convey human emotions. During this project I developed a method for animating the stem and leaves of the plant with a spline. I also explored camera and lighting techniques for creating drama and tension.
Behind-the-scenes of how Teletubbies are made.
This horror cartoon was made for a contest, where the only requirement was that it was a parody. It was loads of fun to create the Teletubbies in my style, and try out some creepy body deformations. 
An experimental short about a pun.
The first shot of this animation was a test for Nvidia's Audio2Face, which takes an audio file and generates a lip-sync. The rest just turned into an oddly surreal moment between a man and his ass. 
Grabbin' Greg really loves his snacks.
I saw a picture of a spacesuit glove with stubby fingers, and immediately wanted to create a character from the fun shape. I added more harms and a cute little face, and Grabbington Gregory, AKA Grabbin' Greg, was born. 
A pair of desert-dwellers are brought aboard a flying ship, where they explore an unfamiliar environment. Curious about the origins of a found artifact, they discover some unexpected characteristics of the ship and its inhabitants.
I was the director of this project, working with a team of 5 other people. I was the sole animator, and also did character-modeling, texturing, environments, lighting, rendering, and much more.
Looks like a McDonalds clipped into the Backrooms. 
I had a Ronald McDonald bench sculpt and a Backrooms environment sitting around from two previous commissions. So, I decided to combine them and see what I could make. I think having a static antagonist works very well, and keeps the environment feeling off-putting.
A hunter encounters an unexpected phenomenon in the woods.
A personal experiment with Unreal Engine 5. I used this animation to see how foliage behaved with the Lumen lighting system, and to create an exaggerated sense of scale with camera and atmosphere settings.
A man decides to attend a comedy show with an odd performer. 
This was the very first thing I rendered with Unreal Engine 5. It was purely to see how the new Lumen and Nanite features performed with my laptop. 
An ominous cylinder turns other things into cylinders.
This was a short created for Hellavision Television's "Cylinder" episode. It was used as the cold-open for the screening. I used this animation to see how far I could deform a character mesh using morphers in 3DS Max. ​​​​​​​
A festive Thanksgiving cartoon, featuring a turkey parody of the Terminator. 
This was made to feature a photogrammetry model of myself that had been retopologized and edited to work in game-engine.
A big-nosed character browses the candle aisle for his favorite scent. 
This was a character-animation assignment in a VFX class. It was the first time I had animated a humanoid character by hand, and the first time importing a character into Unreal Engine. 
The last Pringle in the can really wants to be eaten. 
This is an animation using audio from another YouTube video. I wanted to figure out a good method for quickly lip-syncing dialogue-heavy situations like this in Unreal Engine. It was the first instance of this 2D-mouth-on-3D-mesh method that I would later refine in future projects. 
A spooky skeleton rises from the grave and stumbles off somewhere... 
This animation was made as the result of some photoscan experiments on a skeleton Halloween decoration. 
Tree-man and Tire-boy traverse the living Flesh Desert. 
This was my submission to a collaborative art project, where every artist was provided a motion-capture skeleton and a camera movement. Every submission was stitched together into a giant journey-montage. 
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